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Each additional wormkin increases the diameter of the affected area by five feet.Home to nearly 890,000 residents Kern is the eleventh most populous county which is larger than the states of South Dakota, North Dakota, Alaska, Vermont, and Wyoming.Ĭompared to the population of the nation as a whole, Kern residents are (in general) younger, less educated, have lower income and are more likely to be Hispanic.Īt the 2010 Census, 43% of Kern’s population was of Hispanic heritage. If the target is not extricated, they will sink and suffocate in one turn. The secrets to these lightweight non-metallic armors is a hard-sought goal.Ī congregation of wormkin may commune to effect a number of spell-like abilities - their so-called "Dirt Magic." At least one Priest is required for any spell ability, and a Royal is required for 7th level spell-equivalents:Ģ/"Quicksand" - cause a 10x10' area of soil to 'quick' enough to engulf a humanoid. Because of the wormkins' anatomy, this armor may not be transferred to another species, nor will they manufacture, modify, or sell the armor to a non-wormkin. Soldiers and Royals may reinforce their bodies with a chitinous armor of unknown manufacture (AC6/13), and there is a 10% chance for individuals to be wearing ceramic armor (AC3/16). Wormkin are exceedingly difficult to sneak up on, and any thief attempting to do so will make their rolls at two levels lower. Using their tremor-sense and sense of smell, wormkin can discern the distance and direction of a target accurately, and may may track humanoid or larger creatures at distances of up to one-quarter mile. Subsisting on vegetative matter, wormkin have evolved powerful gut enzymes, which can degrade natural fibers (cloth or leather) similar to a jelly or be spat in combat (15' range) for 1d3 hp damage. Wormkin also have prodigious healing capabilities, recovering 1d6 hp per night of rest. Wormkin are highly resilient, though, and are immune to disease, including such things as vermin bites, molds, and mummy rot. Special: Due to their squishy nature, blunt attacks cause half damage. Contact with these creatures is almost always a discomforting interaction, as any collection of wormkin seems to act as a hive-mind.ĪC 8/11, HD variable (see below), Att: 1d3 corrosive, or by weapon (hand weapon only), Move 30, Save variable per HD, Al neutral. There is a 20% chance that a Priest may have a rudimentary form of ESP, allowing communication with the Aliens, as they refer to any non-wormkin intelligence. Wormkin communicate via a subtle combination of vibrations and scents, and communication with outsiders is exceptionally difficult. One will never encounter a single wormkin, as they always travel in groups, or 'congregations' of at least four individuals and up to 100 in verdant, humid locales. Their society is divided into three classes - Aporrectodea (Priest), Lumbricus (Royal), and Eisenia (Soldier). Some "invasive" wormkin have been encountered in city sewers and cesspools, although their reason for occupying such spaces in a mystery. Because of their thin skin, wormkin require moist environments and are found in rainforests, humid caverns, and bogs. Compensating for this, the wormkin have finely-attuned 'tremor-sense' for vibrations and an acute sense of smell. Other than than light-sensitive organs around their head regions, the wormkin are essentially blind.
Most populous cities california skin#
Hailing from the Boglands of the south, or found creeping about in the temperate rainforests of the Northwet, the secretive wormkin make their way in their silent, mysterious societies.Īnnelid-humanoids ranging in height (length?) of four to six feet, with spindly arms, their moist skin ranges from a translucent pale to dark red in color.